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Converting Old Spells to New Rituals
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<blockquote data-quote="Pielorinho" data-source="post: 4408336" data-attributes="member: 259"><p>These are very cool!</p><p> </p><p>My one quibble is with Bestow Curse. It has a few features that make it a game-breaker, IMO:</p><p>1) You can cast it on someone beyond range of sight. If the PCs know the name of the Big Bad of an adventure, they can target the Big Bad. Of course, Big Bad can cast it on them, too.</p><p>2) Bad Luck is extremely powerful: it would be very difficult to win a combat in which you had this curse on you.</p><p>3) Allowing the curser to create the conditions under which the curse is lifted allows clever players to create conditions that are not impossible, but that are effectively impossible. For example, "Defeat the party's fighter in fair, single combat" will be nearly impossible for most folks under the effects of bad luck; even worse would be, "Kill all members of our party." Other technically-possible conditions could involve writing a random name on a random leaf in a forest and requiring that leaf's consumption by the victim.</p><p> </p><p>Some suggested changes:</p><p>1) Make the curse higher level.</p><p>2) The curse just makes the doll. To use it, the attacker must be within 10 squares of the victim and take a standard action to declare the curse and its ending condition.</p><p>3) The difficulty of the ending condition is determined by the skill check (or possibly by the difference between the skill check and the will defense). A low check results in an easy condition; a high one results in a difficult condition. The condition is limited to a small number of possibilities, with DM approval necessary for any custom conditions.</p><p>4) Bad Luck works like the trickster's disposition power: once per day, the DM gets to tell the player that any d20 roll they just made is actually a 1, with no rerolls allowed. Alternatively, it applies only to certain rolls: daily powers, saves, rolls made within ten squares of a black cat, one roll per encounter, etc.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 4408336, member: 259"] These are very cool! My one quibble is with Bestow Curse. It has a few features that make it a game-breaker, IMO: 1) You can cast it on someone beyond range of sight. If the PCs know the name of the Big Bad of an adventure, they can target the Big Bad. Of course, Big Bad can cast it on them, too. 2) Bad Luck is extremely powerful: it would be very difficult to win a combat in which you had this curse on you. 3) Allowing the curser to create the conditions under which the curse is lifted allows clever players to create conditions that are not impossible, but that are effectively impossible. For example, "Defeat the party's fighter in fair, single combat" will be nearly impossible for most folks under the effects of bad luck; even worse would be, "Kill all members of our party." Other technically-possible conditions could involve writing a random name on a random leaf in a forest and requiring that leaf's consumption by the victim. Some suggested changes: 1) Make the curse higher level. 2) The curse just makes the doll. To use it, the attacker must be within 10 squares of the victim and take a standard action to declare the curse and its ending condition. 3) The difficulty of the ending condition is determined by the skill check (or possibly by the difference between the skill check and the will defense). A low check results in an easy condition; a high one results in a difficult condition. The condition is limited to a small number of possibilities, with DM approval necessary for any custom conditions. 4) Bad Luck works like the trickster's disposition power: once per day, the DM gets to tell the player that any d20 roll they just made is actually a 1, with no rerolls allowed. Alternatively, it applies only to certain rolls: daily powers, saves, rolls made within ten squares of a black cat, one roll per encounter, etc. Daniel [/QUOTE]
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